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Aww... Voices puts away the firework and flint.
Ssself can take sssome down ssssoftly if want. He grabs Cat by the scruff of the neck and gets ready to step off the ledge.
Feather fall works on caster level number of people, if they all jump at the same time. So I can take 3 others with me. I can even get the rest after I am down by casting just before they hit bottom. ... As long as I don't get distracted.

GM Watery Soup |

"Tally-ho!"
Reckum is climbing through the trees now, he's swinging through the breeze now, he's getting muddy knees now.
---
I count 6 medium creatures, the familiars can be held, and Reckum is small. 4 in the elevator plus 3 feather falls is good enough for me to declare everyone arrives at the bottom at the same time.
Palm-sized shards of jagged steel jut from halfway up the walls of this large cavern, bathing the cavern with a dark green light. A set of natural rock columns support the chamber’s ceiling, which rises to a height of twenty feet. Several rounded alcoves branch off from the main cavern - one to the northwest, one to the southwest, and one to the southeast.
See Slide 7.

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Well, should we see which way Kalkemedes would like to go?
Shamus looks around at his companions. They look very eerie bathed in the green light.
You all look like a bunch of ghouls.
He chuckles quietly and then focuses on his surroundings.
perception: 1d20 + 10 ⇒ (16) + 10 = 26
Do you see those marks on the walls?
He points to a set of claw marks scraped into the wall.
Apparently from creatures of various sizes. Let's be careful now.

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You all look like a bunch of ghouls.
"Rude", Fran sniffs indignantly as she smooths out a few wrinkles in her clothes and looks around. "We've been up walking around in the woods all night and that doesn't do much for someone's appearance."
When Shamus points out the claw marks in the walls her expression grows troubled. "Oh dear, I wonder what sort of creatures they used to keep down here? I hope there aren't any still left..."
Still, it seems clear that there's nowhere to go but forward so Fran bravely hefts her longspear and readies to follow the others.

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Buffs:
Barkskin dur 40 min, AC 21
Voices looks at the claw marks on the wall. Even he can think of some grim possibilities. He cast a spell on himself and begins chewing on a tough looking root. barkskin and barbarian chew
Cat slinks along, checking out the center tunnel.
stealth: 1d20 + 21 ⇒ (19) + 21 = 40
perception: 1d20 + 16 ⇒ (4) + 16 = 20 scent and low light

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"Rude", Fran sniffs indignantly as she smooths out a few wrinkles in her clothes and looks around. "We've been up walking around in the woods all night and that doesn't do much for someone's appearance."
Oh! No, my dear lass. 'Tis the eerie green lighting in here. Emanating from those shards of metal in the walls. It makes all of you look quite creepy. No offense intended, of course. Are those precious gems of some kind?
Look at my skin. The green light upon my blue skin makes it look...He holds up his arm as he glares at the fantastically glowing color.
Amazingly teal.
He shakes his head, obviously liking the color effect.
Hmm. Nice.

GM Watery Soup |

Voices' cat moves forward. Faintly glowing lines trace the platform’s floor in concentric rings in this alcove, and an elven warrior lies unconscious inside the rings.
Although the cat has been stealthy, the rest of the party talking has echoed through the chamber. A weak, distraught, gnomish voice calls out from the southeast alcove, "Is someone there? Please help me!"

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Reckum trots over to investigate the voice. "Yes, we are here!" he answers cheerfully. "Who are you? Did you sleepwalk here? How do we help you?" The gnome rubs his eyes a few times, and several dimly-glowing orbs appear as if by magic to illuminate the cave ahead.
Using racial SLA to cast dancing lights.

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You were all busy last night...
This seems like a good time for Mavaro to cast buffs.
False Life: Temporary HP: 1d10 + 4 ⇒ (7) + 4 = 11
Shield: AC +: 4 = 4
He then moved toward the sound of the voice.

GM Watery Soup |

Reckum lights up the southeast chamber. Another elaborate set of concentric circles inscribed in dull metal of different colors occupies much of the space within the room.
Inside the circle, a gnome scrambles to his feet. He is dressed in threadbare clothes and has an unkempt mane of fuchsia hair. Art on Slide 7, bottom right.
"Please, please help me. I've been trapped here and you've got to release me, please!"
His voice is cracked and dry as if he hasn't spoken for a long time.

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Buffs:
Barkskin dur 40 min, AC 21
To the Gnome, Releassse? Can't jussst walksss out?
Cat runs back to Voices, Mreowr hss sptz!
Voices tells the others, Cat sssaysss elf sssleeping over dere.
Cat prowls over to the last corner.
stealth: 1d20 + 21 ⇒ (20) + 21 = 41
perception: 1d20 + 16 ⇒ (5) + 16 = 21 scent and low light

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Who are you and how did you get here?
He asks the gnome in the circle.
It appears he is trapped in some sort of magic summoning or containment circle. I may know a little something about these.
Shamus kneels down to get a closer look at the rings. He tests to see if he can move his hand into the ring.
Knowledge (arcana) on circle: 1d20 + 2 ⇒ (19) + 2 = 21
or Spellcraft on circle: 1d20 + 7 ⇒ (7) + 7 = 14
Shamus relays any information about the magic circle to his companions.
He then looks around to check on Kalkemedes.
Which way did our friend go?

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Mavaro examines the circle, hoping that either his object reading ability or his study will help determine what is happening here.
Knowledge arcana, history, planes or religion: 1d20 + 10 ⇒ (5) + 10 = 15
Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26

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"Sleeping? Oh no, what if they're hurt??" Fran gasps when Voices explains that there's someone else trapped within one of the strange circles. "I'll go have a look while you all talk to Mister Gnome!"
She moves towards the southwestern alcove, Mr. Sunshine in tow, and does what she can to examine the strange circle surrounding the unconscious elf.
Kn. Arcana: 1d20 + 10 ⇒ (19) + 10 = 29
Spellcraft: 1d20 + 10 ⇒ (14) + 10 = 24
It's pretty difficult to get a good look at the elf without actually crossing the lines of the circle - which Fran avoids doing just yet - but she tries her best from where she stands.
Heal: 1d20 + 1 ⇒ (8) + 1 = 9

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Shamus feels something rub against the small of his back as he inspects the circle.
Ahh. Mister Sunshine. Hello there, nice kitty.
He turns to give the cat a scrub behind the ear as it struts past.

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Ahh. Mister Sunshine. Hello there, nice kitty.
He turns to give the cat a scrub behind the ear as it struts past.
"Prrt!"
Mr. Sunshine offers a happy trill in response to the friendly pat as he trots after Fran.
I like these people, Fran. They're nice to animals. Can we work with them again?

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"Hey, this machine's purty nice. They ought to build some of 'em what ain't so creepy lookin'. What d'ya figure they could call 'em? Descenders? Droppers?" Reggie comments as they ride down in the demon looking cage.
"If folks can't get out, we prolly shouldn't go in, 'til we figure out some more," he says as he lines up behind Cat, lance ready in case he finds trouble.

GM Watery Soup |

Cat and Reggie visit the last alcove - a small but deep pool occupies much of this alcove. Suspended particles of dust cloud the stagnant water, but barely visible at the bottom are several dozen strange bones from otherworldly creatures.
---
Fran visits the southwest alcove. The circles appear to be summoning circles - a holding cell for a powerful outsider. The circle’s outer runes contain positive energy, preventing any undead from crossing into or out of the circle. The circle prohibits any extra-planar beings from exiting it and traps them as dimensional lock. Those trapped within cannot harm the circle in any way, but those outside can attack and destroy the circle like a normal (physical) object or dispel it with dispel magic.
Fran - heal is a 6th level spell, and I can't see any evidence of you having it. I'll assume you want to cast cure light wounds and have been playing too much PF2.
Fran reaches in and touches the elf with cure light wounds, but the elf doesn't awaken.
Fran cannot tell what's wrong with the elf.
---
"My name is Triko Melmobbliost," the gnome says. "I was imprisoned here centuries ago by an organization known as the Thrallkeepers, who bound me here in the keep known as the Black Edifice to use my fey essence to power their magic. The woman in the other circle is Sulianna, my traveling companion and adopted sister. She may be dead already. I have some magic that can heal her - you'll just need to destroy or dispel these circles that bind me."
Triko suddenly looks over at Kalkamedes.
"Johanis! Johanis!"
When Kalkamedes doesn't respond, Triko shakes his head as if he remembered something. "No, it can't be. Johanis would be long dead. Johanis was a human who was with us when we were attacked. He swore that he would mount a rescue. That man must be one of his descendants! Ten human generations and his love for my sister has not yet died!"
He slams his hands on the invisible walls.
"You must free me quickly. Johanis! Sulianna! If you can hear me, I'm coming!"

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...
Fran - heal is a 6th level spell, and I can't see any evidence of you having it. I'll assume you want to cast cure light wounds and have been playing too much PF2.Fran reaches in and touches the elf with cure light wounds, but the elf doesn't awaken. ...
I believe she meant a heal skill check to see what is wrong with the woman.
Buffs:
Barkskin dur 40 min, AC 21
Voices looks at Shamus seeming a bit confused, 'Thrallkeepersss'? Ssself thought Ssshamusss Man sssaid Rune Lord? Then he shrugs unconcerned and hefts his hammer. Want Ssself break floor circlesss now?

GM Watery Soup |

I believe she meant a heal skill check to see what is wrong with the woman.
That makes a whole lot of sense! I'm going to edit my post since there's time.

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Shamus glances at Voices.
Hmm. Thrallkeepers?
He then asks Triko,
Were these Thrallkeepers related to the Rune Lords?
Shamus wonders if he has any knowledge of these Thrallkeepers.
Knowledge (history or religion): 1d20 + 6 ⇒ (20) + 6 = 26
Knowledge (planes): 1d20 + 7 ⇒ (13) + 7 = 20
(+1 planes regarding demons).
Don't go smashing things quite yet, Voices.
He puts a hand on the nagaji's hammer as he contemplates Triko's story.
Sense Motive: 1d20 + 5 ⇒ (3) + 5 = 8

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Reggie coaxes Rowdy up to Kalkamedes and gives a quick command. At which point, the wolf reaches out as gently as he can with his teeth to grasp one of the human's ankles and pull his foot out from under him.
Trip: 1d20 + 6 ⇒ (15) + 6 = 21
"I'm all for freein' folks. That's why I joined up with Liberty's Edge, ya'll, but don't go lettin' him out just yet. I done been burnt...literally...too many times by critters that are disguised as something else and fakin' needin' help," Reggie calls back as he hears the debate going on regarding Triko's immediate fate.

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"Well, we're not going to find out without letting him out," Reckum argues very reasonably. "And if he is something disguised as something else, why would he be hiding in a magic circle thing where he's stuck? Ooo, wait!" The gnome's eyes light up. "I have an idea!"
Turning back to the other gnome, Reckum starts chattering away in the hodge-podge language of gnomes. "Hey! An dtuigeann tú mé? Abair d’ainm arís, ach ar gcúl an uair seo! Nach bhfuil tú ag leamh ann? Má tá tú ag leamh, cén fáth nach bhfuil tú marbh? Mura bhfuil tú ag leamh, cén fáth? Conas?"

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"Dispelling magic is beyond my skill - unless you, honored Gamin, can assist in some way? I think we must destroy this circle to end Kalkamedes' affliction, then deal with whatever the consequences might be."

GM Watery Soup |

Were these Thrallkeepers related to the Rune Lords?
Shamus wonders if he has any knowledge of these Thrallkeepers.
Millennia ago, during the reign of the runelords in ancient Thassilon, a conclave of powerful thaumaturgists known as the Thrallkeepers experimented with calling forth all manner of horrors to further the cause of their runelord overlords. Thinking their techniques flawless, the Thrallkeepers summoned numerous otherworldly creatures and attempted to force them into servitude.
"Dispelling magic is beyond my skill - unless you, honored Gamin, can assist in some way?
"Unfortunately, no," Gamin replies.
Turning back to the other gnome, Reckum starts chattering away in the hodge-podge language of gnomes.
"Well played, gnome. Well played."
"Triko" shimmers, and transforms into a glabrezu demon.
"The Thrallkeepers enslaved me here because I have a very special ability, the ability to grant a limited wish once per month. The first to free me from this prison will get one wish - those who stand idly by or are too slow will receive a horrifying death."
From the pool, a skeleton dragon forms and several of the hands begin crawling.
Initiative (Shandy): 1d20 + 1 ⇒ (6) + 1 = 7
Initiative (Mavaro): 1d20 + 1 ⇒ (17) + 1 = 18
Initiative (Voices): 1d20 + 2 ⇒ (9) + 2 = 11
Initiative (Fran): 1d20 + 6 ⇒ (20) + 6 = 26
Initiative (Reggie): 1d20 + 1 ⇒ (3) + 1 = 4
Initiative (Reckum): 1d20 + 3 ⇒ (9) + 3 = 12
Initiative (Demon): 1d20 + 0 ⇒ (15) + 0 = 15
Dragon: 1d20 + 2 ⇒ (7) + 2 = 9
Claws: 1d20 + 1 ⇒ (4) + 1 = 5
Round 1
Fran
Mavaro
Reckum
Voices
Skeleton Dragon
Red Claws
Green Claws
Blue Claws
Shandy
Reggie

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”That’s not answering th- oooOOOooo!” Reckum’s eyes shine with wonder as the other gnome stretches and elongates into a towering demon. He looks like he would enjoy little more than to jump into the circle and start walloping the demon - but as he glances around the cavern to see if his companions also saw what just happened, he spots the shadows of skeletal creatures threatening the cat and rushes to her defense!
Double move, drawing weapon as part of movement.

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Buffs:
Barkskin dur 40 min, AC 21
Summon Monster 2, dur 4 min, small water elemental
Cat shivvers, yowls, and races back to hide in the entrance tunnel. Mreworrr! Ssstz!
Voices yells to everyone in the chamber, Cat sssaysss pilesss bonesss ssstanding up! He then strides toward the bone pile chanting, Yedersssiusss hear Ssself. Sichtin Slaktokshiss Nachezz! A spinning column of water appears in the pool.

Summoned Creature |

N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
Immune elemental traits
OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +5 (1d6+3)
Special Attacks drench, vortex (DC 13, 10–20 ft.), water mastery
STATISTICS
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
ECOLOGY
Environment any (Plane of Water)
Organization solitary, pair, or gang (3–8)
Treasure none
Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.
As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.
A small water elemental is 4 feet long and weighs 34 pounds.
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.
A rushing spinning Vortex of water rushes around the pool of water.
It won't affect the skeleton, but the hands will each have to make 2 reflex saves DC=13. The first to avoid damage. The second to avoid being picked up into the vortex.
vortex damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Wohoo! This is the first time I've had an opponent small enough to use the vortex/whirlwind special attack.

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From her position near the southwestern alcove Fran can only just see something stirring in the pool to the northwest - but after hearing the words of 'Triko' and her companions' alarmed cries, she knows it can't be good. She hustles towards the ruckus and comes to a screeching halt when she can finally see what's happening.
"Ooohhh....that doesn't look good..."
Hoping to at least slow the skeleton-thing down she begins weaving magic in an attempt to bind the creature's shadow to the floor.
Spell Resistance Check (Just in Case): 1d20 + 5 ⇒ (7) + 5 = 12
______________
Fran attempts to cast Shadow Trap on the dragon; DC 14 Will to resist.

GM Watery Soup |

No spell resistance for the dragon or the crawling hands.
Red Reflex #1: 1d20 + 0 ⇒ (5) + 0 = 5
Red Reflex #2: 1d20 + 0 ⇒ (4) + 0 = 4
Orange Reflex #1: 1d20 + 0 ⇒ (9) + 0 = 9
Orange Reflex #2: 1d20 + 0 ⇒ (12) + 0 = 12
Dragon Will: 1d20 + 9 ⇒ (4) + 9 = 13
Fran binds the dragon, while Voices' water elemental sucks up the hands and carries them with it.
The dragon struggles against the shadow ...
Dragon Will: 1d20 + 9 ⇒ (6) + 9 = 15
... freeing itself with a full-round action. It steps towards Fran.
Red and Orange (Apologies for the color mismatch earlier ... I usually use Red/Green or Red/Blue but for whatever reason when I set up the slides I used Red/Orange, and then my computer ran out of batteries before I could fix it.) struggle against the winds.
Red Escape: 1d20 + 0 ⇒ (19) + 0 = 19
Orange Escape: 1d20 + 0 ⇒ (2) + 0 = 2
Red escapes and immediately runs to Fran, trying to choke her.
Claw: 1d20 + 5 ⇒ (18) + 5 = 23 plus Grab
Damage: 2 = 2
Round 1
Fran (grappled, strangled, -2 hp)
Mavaro
Reckum
Voices
Skeleton Dragon (shadow trap)
Red Claws (whirlwinded, grappler, -10 hp)
Orange Claws (whirlwinded, -10 hp)
Shandy
Reggie

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Mavaro tries to recall information about the creatures.
Requesting DR and then special abilities other than limited wish for each.
Knowledge Planes vs. Glabrezu: 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge Religion vs. Skeleton Dragon: 1d20 + 10 ⇒ (15) + 10 = 25
Knowledge ??? vs. Hands: 1d20 + 10 ⇒ (9) + 10 = 19 (arcana, history planes and religion are all the same modifier)
Likely using philosopher's touch or legacy weapon once I get the answer.

GM Watery Soup |

Glabrezu: Mavaro doesn't know anything about the demon. It's too rare.
Dragon: The dragon has no DR, and immunities only to what other undead have (mind-affecting, death effects, etc.). It does not appear to have any special abilities (such as a breath weapon) - its resurrection after death has stripped it of most of its powers.
Hands: The hands have no DR, and immunities only to what other undead have. That's all that Mavaro knows, but obviously they have a strangle attack.

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..
Red escapes and immediately runs to Fran, trying to choke her.[dice=Claw]1d20+5 plus Grab
[dice=Damage]2
...
Red Claws (whirlwinded, grappler, -10 hp)
...
Unless it has some wierd ability I don't know about, it technically still has to make a CMB check to beat her CMD to start the grapple. Normally 'grab' means it gets a free grapple attempt, not an automatic grapple. But it seems like there are a few special creatures that get an automatic grapple.
Voices has, of course, been totally distracted from paying attention to Kalkamedes.

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Shamus looks up in fear and awe as the gnome turns into a frighteningly huge demon. He hears the commotion going on in the main chamber and darts off to help. He looks back at the demon as he runs, shouting at it,
Luckily, you're trapped in that circle! We'll be back to deal with you later, fiend!
He runs to a position and can see Fran being strangled by a crawling hand. He points to a spot in the air next to her and summons a morning star made of blue glowing force.
He directs the force weapon to attack the hand strangling the girl.
Spiritual Morningstar: 1d20 + 6 ⇒ (15) + 6 = 21
b & p damage: 1d8 + 2 ⇒ (6) + 2 = 8
Move & cast spiritual weapon (CL 3, lasts for 3 rounds).

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Mavaro uses legacy weapon to give undead bane to Gamin, then moves toward the dragon.
"Now this is a foe worthy of you!"

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"Someone else gets to hold Kalkemedes's hand this time!" Reckum yells as he runs. "I need both hands for this and I held his hand last time!"

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"Aight, then...I'll just watch over Kalkamedes..." Reggie says, looking longingly at the undead and fiendish abominations just begging to be be challenged.
He sighs and coaxes Rowdy forward again to knock down Kalkamedes once more. The wolf looks just as thrilled by the prospect as Reggie is.
Rowdy Trip: 1d20 + 6 ⇒ (19) + 6 = 25

GM Watery Soup |

Thanks, Voices. Retconning a roll because Grab isn't automatic.
Grab: 1d20 + 0 ⇒ (12) + 0 = 12
The hand did not grab Fran.
---
A blurry morningstar appears and smashes the hand next to Fran.
Reggie spurs Rowdy over and knocks Kalkamedes to his feet. But Kalkamedes stands back up, evading further trip attempts, and walks over to the summoning circle, stopping just shy of entering it. Weird, my posts went in out of order.
Round 2
Fran (-2 hp)
Mavaro
Reckum
Voices
Skeleton Dragon (shadow trap)
Red Claws (-18 hp)
Orange Claws (whirlwinded, -10 hp)
Shandy
Reggie
Kalkamedes

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"Azata?"
Knowledge Planes: 1d20 + 10 ⇒ (18) + 10 = 28
Common alignment and special abilities, especially wish-likes.
"Well, he'll have an easier time getting to her if nothing is trying to kill us - or him 0 at the time."
Move and cast lead blades on Gamin. He should be a proper zombie slaying machine now.

GM Watery Soup |

Azatas are from CG-aligned outer planes, and a summoning circle designed to trap outsiders would trap azatas as well as they would trap a demon. They don't typically have any wish-like abilities, but they do have divine spells which include banish.
Mavaro casts lead blades. Gamin is still broken (-2 to attack and damage), but will have 2d6 rather than 1d8 base damage now.

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It's also a bit of a pickle because when a prone creature provokes an AoO from standing up, they're still prone against the attack. And, uh, you can't trip a prone creature as best I can tell. XD
Reckum's feet start pattering faster and faster against the ground as he raises his wallop-hammer above his head. "WAHOO!" he yells, using the weapon's momentum to launch himself into the air at the dragon's face!
Not certain if he needs an Acrobatics check to clear that water, so I've included it here.
Acrobatics if needed: 1d20 + 5 ⇒ (14) + 5 = 19
Earthbreaker, Power Attack, Charge: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Adamantine Bludgeoning damage, PA: 1d10 + 8 + 6 ⇒ (9) + 8 + 6 = 23
Crit confirmation: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Crit damage: 2d10 + 16 + 12 ⇒ (9, 7) + 16 + 12 = 44
Free action to Rage, then Charge at the dragon. Wahoo!

GM Watery Soup |

Sweet Iomedae, Mavaro's not going to get to use his hammer.
Reckum ... well, wrecks 'em.
Round 2
Fran (-2 hp)
Mavaro
Reckum
Voices
Skeleton Dragon (shadow trap, -67 hp)
Red Claws (-18 hp)
Orange Claws (whirlwinded, -10 hp)
Shandy
Reggie
Kalkamedes

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Gamin can't fault the effort, though.

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Buffs:
Barkskin dur 40 min, AC 21
Summon Monster 2, dur 4 min, small water elemental
"Someone else gets to hold Kalkemedes's hand this time!" ...
Ok friend Reckum. Ssself ssstop him.
Voices rushes to their charge and roars while grabbing him, Hey Kalkakeemesss... Klakamee... Kalmked... Reckum sssaysss you no go!
move, rage, grapple
grapple CMB: 1d20 + 11 ⇒ (10) + 11 = 21
"If I may interject, I surmise that Kal's primary objective is to revive the azata. Oh, I guess you with your limited vision would see her as an elf, but even with this wall in the way, I can sense her true origins."
Who sssaysss thisss?!? What thisss mean?!?

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"Oof, thank you!" Fran calls out as someone's magic ghost hammer smashes the hand that had been clawing at her face. "Now we just-oh my!" she then gasps as Reckum comes in like a brick to the face against the skeletal dragon.
"That was amazing! Oh, Mavaro, you're getting in close too? Here, have a little bit of good fortune!"
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
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Fran uses her Fortune hex on Mavaro~